Night Doctor (3.5e Class)

From D&D Wiki

This page is of questionable balance. Reason: The non-SRD feats needs linked to.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.Edit this Page | All pages needing balance

Contents

The Night Doctor plies his trade in the shadows, providing surgery and medicine for those of a more insalubrious nature. Their medical knowledge tends to be beyond what conventional textbooks recommend, in regards of the safety and well being of the patient. When business is slow they tend to succumb to boredom easily, and will select "volunteers" for experimentation. As Night Doctors tend to operate outside of legal and ethical boundaries stealth is important for self preservation when angry patients come to complain about an unwanted new limb. However when all else fails a good bedside manner can ease them out of trouble.

The Night Doctor is, for better or for worse, a medical practitioner, and thus provides healing services. Although they prefer not to engage in front-line combat they are a common sight on the battlefield, whether healing allies, poisoning foes or waiting for the inevitable influx of organ donors. Later on the chemical "enhancements" developed by the Night Doctor can increase their combat ability as well as their allies'. Having issues with authority can lead to conflict with Paladin's, Clerics and the like. Such individuals are regarded with distaste and often find use as humanoid petri dishes. Night Doctors enjoy the company of strong fighters, as they provide combat assistance and an abundant source of raw material. Rogues are also approved of, as they are often both customers and wholesalers of useful body parts.

Abilities: Intelligence, Wisdom and Dexterity are the most important attributes for a Night Doctor.

Races: Humans often become Night Doctors, as theirs is a society which often lives in diseased, confined townships. Half-Elves and others who have no real society of their own also often follow this path.

Weapon and Armor Proficiency: Night Doctors are proficient with Simple Weapons and Light Armor, no shields.

Sneak Attack: This is identical to the Rogue ability of the same name.

Backstreet Surgery: The Night Doctor has extensive experience in dealing with horrific injuries at speed with neither adequate nor hygienic equipment. When using Heal or performing any kind of medical procedure the Night Doctor can use any nearby objects as surgical equipment without penalty. The DM should use common sense to determine what is sufficient. The Night Doctor also gains a +4 bonus to Heal checks. Through his time operating on many different creatures in the streets, the Night Doctor has learned 5 new languages.

Barber-Surgeon: The Night Doctor gains the feat of the same name, even if he does not otherwise qualify.

Stitch Up: The Night Doctor can use his action to heal his ally 1d8 + his intelligence modifier. This changes to 2d8 at 4th level, and to 3d6 at 10th level This ability may only be used on the same target a number of times per day equal to the Night Doctor's intelligence modifier.

Self-Testing: The Night Doctor has been experimenting with drugs and surgery to improve physical and mental performance, and has used the best results on themselves. Choose one of the following.

Ocular Overdrive: The Night Doctor has surgically altered their own brain to see in darkness. This confers Darkvision of 60ft.

Natural Steroids: The body of the Night Doctor has begun to naturally produce performance enhancing chemicals, conferring +2 Strength and +10ft Speed. As a side effect the chemicals have damaged the brain, causing -2 Intelligence. The character also becomes slightly unhinged.

Pheromone Control: The Night Doctor has altered the chemistry of their body to confer an effect identical to Aura of Fear in a 30ft radius. This effect is permanent but can be turned on and off at will as a swift action.

Surgical Specialist: The Night Doctor through their vast surgical knowledge and their career gain a favored type of enemy. The Night Doctor gains +5 bonus to attack, survival checks to track, and deals an extra 1d4 damage per Night doctor level towards that specific enemy. Any poison the Night Doctor makes affects their favored enemy, regardless of any immunities or resistances to poison the creature may have. An additional enemy is gained every 4 levels there after.

Self-Sufficient: The Night Doctor gains the Self-Sufficient feat for free.

Cure Ailment: The Night Doctor can complete a DC 22 heal check to cure any ally of any one disease that ails him/her.

Synthesize Drugs: The Night Doctor is a chemical expert, and can create a variety of performance enhancing drugs. There must be access to a laboratory of some kind to do this. The Alchemy DC for creation is 15, Int. based.The drugs are administered via hypodermic syringe, which the Night Doctor must have access to during synthesis. If the Night Doctor has the Toxin Syringe below then they are assumed to have all the syringes they could possibly need readily available. Each dose of drug has market value of 100gp and a batch of up to 5 doses can be crafted in a day, each dose costs approximately 35gp to create.

Lurcher: This drug confers a penalty of -2 Dex and a bonus of +10ft to speed for the number of rounds equal to 3+the user's Con modifier.

Chopper: This drug confers Rage (+2 Str, +2 Con, immune to fear effects) for the number of rounds equal to 3+ the user's Con modifier. When the drug wears off the user is Fatigued for the same number of rounds.

Toxin Syringe: The Night Doctor has amassed a collection of wicked tools with which to ply his trade, conferring a +2 bonus to Heal Checks and ensuring the Night Doctor is always equipped. One item in particular is a large, heavy metal syringe, which in addition to regular purposes is often used to inject a virulent and corrosive poison. The Toxin Syringe is a Light Weapon which deals 1d6 piercing damage and has a Critical of 19-20 times 2. On a successful hit the Syringe can be depressed, causing an extra 1d8 damage and poisoning the victim. The poison deals 1d4 damage per round and causes extreme pain in the victim, ruining concentration and halving the speed and physical ability scores. The ability damage effect can be negated on a successful Fortitude save DC 15+The Night Doctors Craft (Alchemy) skill. Once the Toxin Syringe's payload has been spent it must be refilled. The Night Doctor can spend a day brewing another dose, but they must succeed on a DC 20 Craft (Alchemy) check to create it. If this is failed the Night Doctor must wait until the next day to gather ingredients before trying again. The Night Doctor is automatically proficient with the Toxin Syringe

Chop Shop Artiste: The Night Doctor has become so skilled that they can perform dangerous and bizarre medical procedures anywhere, with a high degree of accuracy, even in the heat of battle. The Night Doctor can use the Heal skill even when threatened without provoking any attacks of opportunity. They can always choose to take 10 on a Heal check. They can also reattach severed limbs and restore them to working order if the limb in question was removed no more than 6 hours past.

Self-Testing II: The bodily alterations of the Night Doctor have reached another level. Choose one of the following. The Night Doctor also becomes immune to all diseases, magical and mundane.

Adrenaline Boost: The Night Doctors adrenaline glands have grown and gone into overdrive. This confers +2 Strength and +2 to Initiative checks.

Retcher: The Night Doctor has begun producing a much more potent form of stomach acid, along with the stronger muscles needed to propel a stream of highly corrosive liquid at will. The Night Doctor can vomit a stream of acid in a 20ft line 10ft wide. This deals 2d6 damage + the Night Doctors Con modifier, with a reflex save DC 15 for half damage. This can be done twice a short rest, once it's usage exceeds that, it costs 4 hit points for each further use of this ability

Creature: The Night Doctor grows claws and sharp, jagged teeth. This confers natural weapons of two 1d4 secondary claw attacks and a 1d6 bite attack. The cosmetic changes are visible and horrific, including unnaturally colored eyes, a distended jaw and an overlong prehensile tongue. If the Night Doctors new appearance is clearly visible the DM should have NPC's react accordingly.

Size Up: A Night Doctor can use his knowledge of the body to judge how strong someone is. As a Standard action, he can make a special sense motive check (DC=10+ the creature's HD) to determine the HD of any living or once living thing, but he may only attempt this once per every two levels of night Doctor per day.

Randomized Surgery: The Night Doctor can enter a horrific, drug fueled frenzy, ripping at the enemy with surgical tools or even with hands and teeth. They gain temporary bonuses of +2 to Strength, +4 Constitution and +2 to Will saves.They gain one extra attack per round but all attacks take a -2 penalty. This frenzy lasts 3 rounds + the Night Doctors new constitution modifier. When the frenzy ends they are Fatigued for the duration of the encounter. The Night Doctor can use Randomized Surgery once a day.

Diehard: The Night Doctor has used chemical enhancements to increase their pain threshold and endurance. This confers the Diehard feat.

Improved Synthesize Drugs: The processes used to make the Night Doctors vile concoctions have been enhanced. The beneficial ability effects of the previous drugs are doubled and beneficial variable numerical effects increase by one extra die. The Night Doctor can also create the following.

Demon: This drug doubles the physical ability scores of the user for the number of rounds equal to 3+ Con modifier. However the user has a 25% chance of suffering fatal organ failure when the drug wears off, leading to instant death. This percentage chance increases by 15% if the user is below half HP and/or Fatigued. A Fortitude save of DC 25 negates the death effect, but still leaves the user Fatigued.

Creeper: This drug grants temporary invisibility, equal to the Improved Invisibility spell. However it also has the drawback of inducing visual and auditory hallucinations in the user, causing a -4 penalty on all skills based on Int, Wis and Cha and a -2 penalty on all skills based on Str, Con and Dex. These effects last until the drug wears off.

Morphia: This chemical induces mutation in the user, benign, malignant or just bizarre. The user rolls a d6 on the list below. This drug is extremely complicated and requires a week to create just one dose. If the Night Doctor succeeds on a DC 20 Craft (Alchemy) check they may adjust the die roll by one in either direction. Be warned that NPC's will generally respond with revulsion and fear to any of the more outlandish modifications. The effects of this potion are permanent, but can be undone with a DC 30 Heal check.

1: Tumourisation: The chemical reacts badly with the user, inducing rapid uncontrolled cell growth. The unlucky individual develops large cancerous growths all over their body, causing a -6 penalty to Dex and Cha and -10ft speed. They also get -4 on all checks involving social interactions except Intimidate. However thanks to their cell's rapid multiplication they gain +4 to Con and Regeneration of 3HP/round.

2: Monster: The chemical targets the deep muscle and bones, inducing growth while diminishing the brain. The user swells and grows massively, increasing their size category by one step. They gain +6 to Str and Con, while taking a -6 penalty to Dex and Int.

3: Chitin: The user grows the chitinous plating of an insect, including mandibles and claws. The user gains two 1d4 claw attacks and one 1d6 bite attack. They gain +3 armour class and +2 Con. However they take a -2 penalty to Dex, Cha, and to any social interaction.

4: Stickperson: The user's bones grow at the same rate as their flesh withers away. They grow rapidly taller and thinner, gaining one size category and all the attributes associated with it, increased speed, reach etc. They gain a +2 Dex increase and a -2 Con penalty. Adjust the height and weight of the character accordingly.

5: Spider: The user gains one or two new limbs, either arms, legs, heads or a mixture of each, the player decides which. Extra arms provide extra attacks and +4 bonuses each on any skill checks where having extra arms would be a boon. New legs provide a +5ft speed bonus each, and increase the users carrying and pushing capacities equal to that of a quadruped. Extra heads provide +2 bonuses on Search and Spot checks and also bestow +2 Wisdom or Intelligence. However such additions doubles the cost of clothing and armour.

6: Wings: The user grows large wings, the type decided by the PC and DM's cooperation. The user can fly at 60ft speed with average maneuverability. However armour and clothing must be custom made to accommodate the new appendages

Portable Pharmacy: The Night Doctor has stripped an Alchemy Lab down to its bare essentials and packed the various bits of equipment into a handy crate which can be worn like a backpack. This enables the Night Doctor to Synthesize Drugs and create the poison of the Toxin Syringe anywhere. It also confers all the benefits of an Alchemy Lab.

Peer Review: This is identical to the Leadership feat, except that the Night Doctor attracts a mixture of other insalubrious medical practitioners and depraved volunteers for their experiments.

Reputation: The Night Doctor has gained renown, either just as a highly competent healer or as one who runs rings around nature's design. They gain +4 to Diplomacy or Intimidate checks.

Self-Testing III: The bodily alterations of the Night Doctor have become even more powerful and strange. Choose one of the following.

Leaper: The Night Doctors muscles have been tuned and enhanced, granting a +10 bonus to Jump checks.

Proofed: The skin of the Night Doctor has been steeped in preservative solutions, granting resistance 5 to fire, ice and acid.

Chem'd: Drugs and surgery have warped the Night Doctors body and mind, rendering them immune to fear, pain and mind influencing effects.

Superior Synthesize Drugs: The Night Doctors drugs have been refined still further. Lurcher, Chopper and Smiler all have their ability bonuses doubled again and beneficial variable numeric effects increase by another extra die. The Night Doctor can also synthesize the following. Superior Synthesize Drugs have a craft(alchemy) DC of 20 and a market value of 300 gp. A batch of Up to 3 doses can be crafted in a day

Doc's Special: This volatile chemical explodes on contact with air or if suitably agitated. One phial detonates dealing 2d6 fire damage + Night Doctors Craft (Alchemy) skill in a 10ft radius. Those not directly hit can take a DC 15 Reflex save for half damage.

Choker: This toxin instantly disperses into a gaseous state when exposed to air. When its phial is shattered the toxin forms a cloud in the same manner as the Fog Cloud spell with a 30ft radius. Anyone inside is dealt damage equal to 1d6 +Night Doctors Craft (Alchemy) skill each round they remain in the cloud. They must also succeed on a DC20 Fortitude save or be Paralyzed with coughing and choking. The toxin must be breathed in to have any effect. The Night Doctor is immune to the ill effects of the toxin.

Time-bomb: This drug is purely toxic in nature. When injected it induces a temporary paralysis which leaves the victim immobile and unaware, lasting for 4 rounds. A Fortitude save DC 20 +Night Doctors Craft (Alchemy) skill halves the paralysis duration and allows a Concentration check DC 15+Night Doctors Craft (Alchemy) skill to act normally upon waking. If the Concentration check is failed the victim wakes plagued by malevolent hallucinations coupled with irrational anger, confusion and heightened paranoia. They are, to all intents and purposes, mad. As soon as they awake the victim will attack the nearest person, friend or foe, until dead. They will continue to engage nearby people until they themselves are dead. They are treated as having Rage and Flurry of Blows.

God Given Talent: The Night Doctor, Gains the Sage Feat. Even if he does not meet all the prerequisites.

Devil in Disguise: Tricking people is harder than it looks. But not when you've got the proper mind for it. the Night Doctor may use his intelligence modifier on disguise and bluff checks instead of charisma, if it would be beneficial to him.

Reaper Syndrome: Knowing the in's and out's of his extensive work, the Night Doctor has found a way to concoct something most foul. This Special drug has a Craft(alchemy) DC of 25 and a market value of 500 gp. Due to how complex this drug is only 1 dose can be made in a day.
Using his handy toxin syringe to do more than one thing. Once the original poison is dispensed from the syringe, a new concoction can be made. On a successful 25 craft (alchemy ) check, the Night Doctor creates a poison called reaper syndrome. On a successful hit the Syringe can be depressed, causing an extra 1d10 damage and sickening the victim. The victim remains sickened for 1d6 rounds + the Night Doctors intelligence modifier. While sickened, the target feels complete numbness all over there body and are blinded, deaf, and incapable of speech. A cruelly hellish drug, sometimes used as an anesthetic for operations. The effects of this drug may be negated on a successful Fortitude save DC 18+The Night Doctors Craft (Alchemy) skill. The Night Doctor may recreate this drug with his portable pharmacy, just as the original toxin syringe.

Red Death Suit: The Night Doctor has created something to help combat sickening situations of quarantine. This is a Blackish-red, hazmat suit. The complete set comes with boots, pants, jacket, gloves, and a gas mask. When worn, the Night Doctor gains a +6 Intimidate and -6 Diplomacy. The suit allows no airborne substance inside. The gas mask has a limited air supply within it, giving you a good 4 hours until it depletes. The oxygen in the mask may be replenished by using the portable pharmacy. Having every article of clothing on grants you a +4 in AC. When worn separately, you gain none of these bonuses. This item may be worn over armour.

Devils Double: The Night Doctor has seen his error, maybe from past mistakes. But no more mistake from now on. The Night Doctor has learned to produce more toxin syringes. He may now carry up to 2 toxin syringes(+ int modifier) with him.

Euthanize: The Night Doctor can spend four rounds examining a living creature from afar, after this is completed he can, after successfully hitting the creature, make a DC 20 heal check, and either instantly kill, or permanently paralyze the creatures appendages. The creature can make a fortitude save against 10+The Night Doctor's heal mod+The Night Doctors class level, for it to take 1/2 of its maximum hit points in damage that cannot be reduced.

Mass Producer: Now that self testing looks to be over with, and the results perfect. The Night Doctor may now begin making more. On a successful 22 craft(alchemy) check, the Night Doctor may create 1(+intelligence modifier)potion. This potion acts as a Self Testing I chemical. Allowing you to choose from ocular overdrive,natural steroids,pheromone control when making this potion. The effects of this potion last for 1 hour(+intelligence modifier). This potion is non-magical and cannot be targeted by spells such as 'Permanency'. The Night Doctor can do this once a day, and every attempt after that requires severe precision; increasing the difficulty of the craft check by 3 for every potion. The ingredients required for these potions can be found in the portable pharmacy.

Anatomy Style Combatant: Where or not, the Night Doctor wishes a brawl, he will be a challenging foe with deadly accuracy. with expert knowledge on the humanoid body, the Night Doctor has become an anatomist. The Night Doctor as a swift action, can make a DC 25 heal check to aim his next hit in a vital area(Joints,Ligaments,Arteries,Organs,Bones), dealing double damage(this damage cannot be stacked with a critical). Anatomy Style can only be used on creatures that the Night Doctor has treated before.

Advanced Procedures: The Night Doctor gains +1 in all mental stats. As his experiments gain +1 in all physical stats. His experiments are also upgraded with one of the previous Self Testing abilities.

Bonus Feat: At 18th level, the Night Doctor gains one bonus feat. He can only pick combat feats for this bonus.

Blast Syringe: The third installment to the Night Doctors impressive syringe collection. With a successful 20 craft (alchemy) check, the Night Doctor can create a Blast Syringe (After previous content has been removed). On a successful touch attack the Syringe knocks the victim 20ft away and dazes them, dealing 2d10 force damage. The victim remains dazed for 1d6 rounds and then becomes fatigued.

World Geneticist: The Night Doctor may use his intelligence modifier for all skill checks that require charisma or wisdom, if beneficial to him. The Night Doctor can now Mass Produce 5 times a day, and can carry up to 7(+intelligence modifier) syringes with him. He can Mass Produce using Self Testing III and lower.

Vile Syringe:The last and definitely horrific by far, is the Vile Syringe in the Night Doctors Arsenal. By taking the blood of an animal(non-magical), the Night Doctor has found the secret to install lycanthropy through his victims. With a successful 24 craft (alchemy) check, you can create a Vile Syringe. On a successful hit, the needle can be depressed, causing 1d4 damage and sickening the victim; giving them lycanthropy. On successful Fortitude save DC 20+The Night Doctors Craft (Alchemy) skill, the effects of this drug are negated. This drug is not a curse, but a disease. When trying to remove the disease by any way, the person must make a 35 fortitude save to cure itself of lycanthropy. The Night Doctor must use animal blood (non-magical) to use the Vile Syringe. When creating a lycanthrope, apply the lycanthrope template.

Plague Eater: Through extensive and difficult work. The Night Doctor has learned of the greatest cure and disease; Himself. The Night Doctor, on a successful 28 heal check or 28 craft (alchemy) check, can remove any disease and store it as a potion. While the doctor can take, he can also give. As a free action, after giving someone a disease himself, the Night Doctor can make the effects permanent. Those who cannot be susceptible to disease, are susceptible to any disease the Night Doctor bestows. All Syringe,Potion,Self-Testing, and Synthesize Drugs granted by the Night Doctor are now counted as diseases. This ability is supernatural.

Religion: Night Doctors are not typically religious, being usually more aware of their own power more than anyone else's. A Night Doctor focused more on the living than things beyond the mortal plane.

Other Classes: Night Doctors are typically looked down upon by Paladins and good clerics but however Rogues tend to respect night doctors.

Combat: Early on the Night Doctor tends to remain in the background during combat, buffing and healing party members. However as they progress they gain in combat ability, becoming more suited to a skirmishing role.

As mentioned previously Night Doctors operate on the seedier fringes of society, normally in crowded cities where disease is rife. The services they provide are normally cheaper than more reputable healing services, so some can be seen as healers to the masses. Most do what they do simply for the joy of perfecting their craft.

Daily Life: Night Doctors spend their time tending to the sick, wounded and those in the wrong place at the wrong time. Some sell their services to governments, either to heal or to create super-soldiers, but such a relationship never lasts long, as Night Doctors hate to be ordered around by pampered aristocrats.

Notables: Eezle, the Were-snake Night Doctor, is notorious for infecting a whole city with an enhanced form of lycanthropy in one night, and recruiting the entire population.

Organizations: Night Doctors do not normally gather in number, preferring to experiment in solitude. Nevertheless they enjoy each other's company when they do, swapping knowledge and ideas and possibly embarking on joint projects.

NPC Reactions: NPC reactions tend to be mixed at best. Some object to going for treatment and ending up a drug fuelled super freak. However most know that although there are risks there is no one like a Night Doctor for getting them back on their feet, and possibly someone else's too.

Characters with ranks in Knowledge (Local) can research Night Doctors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->

DC

Result

5

A Night Doctor has knowledge in medical field and usually practice as medical professionals.

10

Night Doctors typically work in the shadows.

15

TNight Doctors are not typically motivated by a love for their patients, but rather they would do a lot for a large purse of coins.

20

Night Doctors experiment on willing and unwilling individuals, and even on themselves with toxins.